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6,017 Commits over 974 Days - 0.26cph!

12 Days Ago
player_loot_mark_dirty_fix -> main
12 Days Ago
Remove repeated allocation in PlayerLoot::MarkDirty
12 Days Ago
Fix 'elbow-ness' a little on the front turret
13 Days Ago
New rear turret IK curves
13 Days Ago
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
13 Days Ago
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was
13 Days Ago
main -> 50cal_animation_improvements
13 Days Ago
mountable_rollback -> main
13 Days Ago
Refactor tick parent history into TickHistory
13 Days Ago
Set parenthistory to false as default
13 Days Ago
Fix 50cal idle animations being set with ammo or no ammo incorrectly when sitting idle
13 Days Ago
Fix rear turret having incorrect animator time setting
13 Days Ago
main -> mountable_rollback
13 Days Ago
Use Jarryds hack to ennsure pt boat turret reload animation doesnt drift from the players reload animation (stupid unity issue)
14 Days Ago
steam_icons_upload_refactor_2 -> main
14 Days Ago
Update 145674 for the current codebase
14 Days Ago
Cleanup Make sure its explicitly named/works with only parents Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need
15 Days Ago
main -> mountable_rollback
15 Days Ago
demo_breaking_fix -> main
15 Days Ago
Fix demos removing certain entities during initial playback Was most apparent with global broadcast entities and would often result in Cargo Ship not being there during playback
16 Days Ago
- Add a serverside convar to be able to toggle it on/off - Parameter-less constructor to Deque so it can be pooled - Codegen
16 Days Ago
Initial attempt at mountable rollback to fix 'projectile invalid' when attacking a player thats on a mini or zipline etc. We cheat by only storing player relative positions to avoid rolling back mountables physics positions Each client will allocate and store the last 16 ticks. 192 bytes for each mounted player, which is reused via the pool. Retain old behaviour if not mounted hit or if the last 16 ticks aren't available
16 Days Ago
demo_scrubbing_optimizations -> main
18 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
18 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
18 Days Ago
boomerang_model_dupe_fix -> main
18 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
18 Days Ago
binoculars_ultrawide_fixes -> main
18 Days Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
18 Days Ago
main -> PlayerRigUpdate2
19 Days Ago
disable_ping_estimation_again -> main
19 Days Ago
Turn off ping estimator again. Will prevent ICMP tranmssion errors on some Windows Servers. Unix is unaffected.
19 Days Ago
main -> custom_;loadingmessages_newlines
19 Days Ago
\n is not working for loading messages. Support br and ensure its not stripped out as it was before
19 Days Ago
cargo_map_marker_fix_2 -> main
19 Days Ago
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
19 Days Ago
main -> game_room_dlc
20 Days Ago
game_room_dlc_pool -> game_room_dlc
20 Days Ago
compile errors
20 Days Ago
Fix mountable floating issues
20 Days Ago
Fix dismounting at angled shots from forcing you to look at your feet
20 Days Ago
Enable legs renderer on pool table mountable
21 Days Ago
New cleaned up reconcilliation logic - Use an incremental id so we always know whats stale - Add a tiimeout so we can accept super new snapshots regardless - Fix issues with pocketing throwing the whole simulation off
21 Days Ago
Initial UI setup
21 Days Ago
- Camera now points behind the pool ball (stops any weird angles and needing glasses to see what you're hitting) - Camera points slight up when a ball is in the way - Seperate all the logic over so the pooltable is in control of most of it - Cleanup
21 Days Ago
- Setup cleaner and more reliable reset flow - Fix loaded server authoritative position from stomping a predicted position (again) - Add 'include walls' to the raycast options - Codegen - Ensure pool table syncs state after each ball pocketing - Line renderer stops when it intersects with a wall or ball in the pool physics engine - Stop jumping into the air when you dismount after a shot
21 Days Ago
Apply friction when bouncing off walls to prevent weird infinite rolling at certain angles on surfaces
21 Days Ago
Reset the game when the 8 ball is pocketed before its due
21 Days Ago
Add support for raycasting inside the pool physics engine
22 Days Ago
- Show cue - Add line renderer to show where you're aiming